ELL_DIRT
Comments and criticisms please....
This is the dirt. He used to be a truck driver in the UK.
he mistaken ran some guns for the IRA, and the sorceress
from your local campaign used him as a host for an
elemental spirit. Now he's a synthesis of the two spirits.
He can't truly die yet. When Reduced to Death by Body loss,
he begins regenerating when his body contacts the earth.
Slowly he reforms and his body will eventually reappear
in a hill in England. He will arise in a few days from
http://www.hows.org.uk/personal/hillfigs/main.htm
a chalk drawing.
Dirt is a brick who returns from the dead. Powers similar to
the old spidey villain SANDMAN.
when "killed" he regenerates in England,
and the more dead he is, and the farther from
there he is, the longer it takes for the
emerging from a chalk outline drawing on a hillside
(this ruins the drawing) when there are no more drawings left,
he will truly pass away if "killed" in combat again.
Player: ELD
Val Char Cost
58/63 STR 48
13 DEX 9
33 CON 46
18 BODY 16
13 INT 3
18 EGO 16
18 PRE 8
6 COM -2
12/13 PD 0
12/13 ED 5
4 SPD 17
34 REC 0
66 END 0
64 STUN 0
8" RUN 4
2" SWIM 0
11 1/2" LEAP 0 Characteristics Cost: 170
Cost Power END
15 EARTH BODY: Elemental Control, 30-point Powers
15 1) Life Support (Eating: Character does not eat, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep) (30 Active Points)
15 2) Toughness of Body : Damage Resistance (15 PD / 15 ED)
10 3) Feet of Clay (standing on brick, rock, stone, mud, earth): +15 REC (30 Active Points); Limited Power (Power loses about a third of its effectiveness; -1/2) (added to Primary Value)
15 4) Slider: Physical Damage Reduction, Resistant, 50% (30 Active Points)
17 5) Melding - (through earth, rock, brick, sand, stone, clay, lava) : Desolidification : heat ray, earth magic, disintegration ray, Costs END Only To Activate (+1/4) (50 Active Points); Limited Power (Power loses about half of its effectiveness; -1) 5
17 6) Sand Shifting ((only when submerged in earth, resurrect to chalk hill designs in England)): Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs, Resurrection), Trigger (+1/4), Uncontrolled (+1/2) (61 Active Points); Limited Power (Power loses about half of its effectiveness; -1), Self Only (-1/2), Limited Special Effect (Very Common SFX; -1/4) 6
14 Density Increase (300 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2) (14 Active Points) (added to Secondary Value) Powers Cost: 118
Cost Martial Arts Maneuver
4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll Martial Arts Cost: 4
Cost Skill
3 Climbing 12-
3 Concealment 12-
3 Disguise 12-
3 Lipreading 12-
3 Mimicry 12-
3 KS 12-
3 Lockpicking 12-
3 Shadowing 12-
3 Stealth 12-
3 Tracking 12-
3 Streetwise 13- Skills Cost: 33
Cost Talent
3 Bump Of Direction
15 Danger Sense (12-)
2 Environmental Movement: Dirt
4 Simulate Death 12- Talents Cost: 24
Total Character Cost: 349
Val Disadvantages
5 Accidental Change: Fuzed into Glass, Soaked into Mud, or maybe Baked into Brick, Uncommon, Infrequently (8-)
15 Dependence: Dirt, Very Common, Weakness: -3 To Characteristic Rolls and related rolls per time increment, Addiction Daily Submersion
15 Distinctive Features: Hard Brown Body composed of earthen stone, Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
5 Physical Limitation: dirty, gritty, hard, cold, Infrequently, Slightly Impairing
10 Vulnerability: earth magic, Uncommon, Vulnerability Multiplier (2x Effect)
20 Susceptibility: earth magic used, Uncommon, 3d6 damage, per Turn
10 Social Limitation: no ID or citizenship, cannot prove details of former life, Frequently (11-), Minor
20 Psychological Limitation: c v k, Very Common, Strong
Disadvantage Points: 100
Base Points: 250
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0




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